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Personal Development 6,783 views May 03, 2015
Some Class Guide in ArcheAge

Today I will show you some useful class guide in the game, which may help you to save some ArcheAge Gold. I can't seem to structure the main thread to look a bit more managable there, so I'm going to use this thread for detailed descriptions on each class.

 

This build plays a lot like a Hexblade, but drops stastical defense for self sustain. You have a lot of knockdown potential if you can time your snares in conjunction of your first swing of Triple Slash, but outside of combo CC you will be using Witchcraft as your main source of control. One possible variation would to drop 2 points else where to pick up Augmented Witch for the instant cast Mudhand, opening up the possibility with a fast enough attack speed to do a Enverate-> (Snare)-> (Stun)-> Mudhand for a boosted heal with an added DoT.

 

 

Weapon swaping is where this build will seperate the good from the great. If timing weapon swap GCD properly you can switch to club/weapon when healing and resalvaged katana/weapon when throwing Enverate/Mudhand/Focal Concussion. If that's way too much to handle for you, then swaping between a 2h weapon and a greatclub when healing should work fairly well too.

 

The problems you may see with this build is when you are fighting against those that can kite very well. It isn't impossible, but you will need to manage your CC breaks and gap closers very well. You don't have the ability to bunker down like a Hexblade when out of range, so I would suggest you attempt to LoS and heal to lure the kiter to move in on you.

 

In group play this build allows you to off-heal when your healer can not or relieve stress from your healer by healing yourself, allowing them to focus on others. Your job will be waiting for oppurtune time to catch someone into a CC lock by you and coordinating lock outs through your Bubble/Lassitude, and peeling anyone who tries to catch your team mates.


Tags: #ArcheAge gold